WPP Endgame

WarPlan Pacific is an operational level wargame which covers all the nations at war in the Pacific theatre from December 1941 to 1945 on a massive game scale.

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canuckgamer
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WPP Endgame

Post by canuckgamer »

We are at May 6 1945 in our first PBEM game and the Japanese have disbanded their entire air force and I believe their remaining navy as well since I have been unable to locate them. The Allies took all the oil hexes in November 44 leaving the Japanese with only the 3 in Japan.

However, the Allies will not be able to win the game on victory points so they will have to take the five production cities in Japan. With the A bomb drops on August 11 destroying the production in Nagasaki and Hiroshima will they have take those two cities or can they win the game by taking Tokyo, Yakohama, and Osaka?
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ncc1701e
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Re: WPP Endgame

Post by ncc1701e »

Sorry, I have no idea.
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canuckgamer
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Re: WPP Endgame

Post by canuckgamer »

I am wondering what your experience is with WPP in terms of victory. When the Allies won did they win on points or by taking the 5 production cities?
I've always thought that disbanding in both WPP and WP are very gamey. Maybe it should changed so that you only gain manpower.
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ncc1701e
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Re: WPP Endgame

Post by ncc1701e »

As Allies, I am winning by points without invading Japan. The key is to block Japanese player early so that he can't invade India or Noumea.

As per disbanding, I agree it can be gamey. Especially in Russia because you don't have the slow progress in terms of experience inside the units.

What I like to do is to have a rifle corps at 20% experience and after few casualties, repair it and, as such, increases its experience. Then, it is upgrading to half army and can be merged in an army.

The pace is good for the Russian and the Axis player.

But, if I am just disbanding this rifle corps at 20% experience and create an army at the given experience of 30%-34%, then, the pace is much quicker and the Red army becomes strong too quickly imo.

Personally, I think preventing disbanding if a unit is over half its strength is a good idea.
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stjeand
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Re: WPP Endgame

Post by stjeand »

Unless there has been a change you can't disband naval units.

The Japanese would likely have heavily crippled air units and when they disband get minimal return, though would have to retest this to be honest.

I hate disbanding air because they have no manpower cost for repairing...and late in the war Germany and Japan have crippling manpower issues...but won't if they repair air.
canuckgamer
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Re: WPP Endgame

Post by canuckgamer »

The remaining Japanese naval groups appeared in Tokyo last turn. They must have been hiding in Chinese ports although I did deploy communication intelligence units earlier without locating them so he must have been moving them around.
Regardless the Japanese ships in Tokyo have taken a beating with 3 CV, a BB and a Cl/DD sunk. There only 6 CVL/CVE and 1 heavily damaged BB left.
Doesn't really matter though as it doesn't appear the Allies will take all 5 production cities before September 1st. Looks to me like the "easiest" way to win as the Allies is by points.
Next game I will have to figure out how to hold out better in Thailand since the Japanese managed to advance in to India in this game. Those points and the time taken to take back Thailand and VP locations like Rangoon and Singapore is the difference in this game.
In regards to disbanding air, that would provide much needed manpower for the Japanese late in the game. Currently every hex in Japan is occupied by a Japanese ground units. The Allies have taken the northern island and have advanced south to within a hex of Niigata and Sendai but only 8 turns left in the game.
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